#version 310 es precision highp float; precision highp int; layout(location = COLOR0) in vec4 v_color; layout(location = TEXCOORD0) in vec2 v_texCoord; layout(binding = 0) uniform sampler2D u_tex0; layout(location = SV_Target0) out vec4 FragColor; void main() { FragColor = v_color * texture(u_tex0, v_texCoord).bgra; }